Game Development Reference
In-Depth Information
16. In your Animator tab, note that the FSM we are developing lives in the Base
Layer screen. While it is possible to add multiple animation layers by clicking
on the + sign under Base Layer , this would allow the programmer to design
multiple concurrent animation FSMs that could be used to develop varying
degrees/levels of complex animation.
17. Add a new parameter by clicking on the + sign beside the Parameters panel.
Select float from the list of datatypes. You should now see a new parameter.
Name this speed as shown in the following screenshot:
18. Right-click on the Idle Animation and select Make Transition . You will now
see that a white arrow is visible, which extends from Idle , that tracks the pos-
ition of your mouse pointer. If you now click on the Run animation, the trans-
ition from Idle to Run will lock into place.
19. Left-click on the little white triangle of the transition and observe the inspector
for the transition itself. Scroll down in the Inspector window to the very bot-
tom and set the condition for the transition to speed greater than 0.1 , as
shown in the following screenshot:
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